Buggy code:
} if ( ( beacon . getY ( ) ) > ( block . getY ( ) ) ) { return ; } if ( ! ( beacon . getOwnership ( ) . equals ( team ) ) ) { player . sendMessage ( ( ( ChatColor . RED ) + "You<seq2seq4repair_space>can<seq2seq4repair_space>only<seq2seq4repair_space>place<seq2seq4repair_space>blocks<seq2seq4repair_space>on<seq2seq4repair_space>a<seq2seq4repair_space>captured<seq2seq4repair_space>beacon!" ) ) ; event . setCancelled ( true ) ; return ; } if ( ( ( ( beacon . getY ( ) ) + ( Settings . defenseHeight ) ) - 1 ) < ( block . getY ( ) ) ) { player . sendMessage ( ( ( ( ( ChatColor . RED ) + "You<seq2seq4repair_space>can<seq2seq4repair_space>only<seq2seq4repair_space>place<seq2seq4repair_space>blocks<seq2seq4repair_space>up<seq2seq4repair_space>to<seq2seq4repair_space>" ) + ( Settings . defenseHeight ) ) + "<seq2seq4repair_space>high<seq2seq4repair_space>around<seq2seq4repair_space>the<seq2seq4repair_space>beacon!" ) ) ; event . setCancelled ( true ) ; return ; } int level = ( block . getY ( ) ) - ( beacon . getY ( ) ) ; int levelRequired = 0 ; try { levelRequired = defenseLevels . get ( level ) ; if ( ( player . getLevel ( ) ) < levelRequired ) { player . sendMessage ( ( ( ( ( ChatColor . RED ) + "You<seq2seq4repair_space>need<seq2seq4repair_space>to<seq2seq4repair_space>be<seq2seq4repair_space>level<seq2seq4repair_space>" ) + levelRequired ) + "<seq2seq4repair_space>to<seq2seq4repair_space>place<seq2seq4repair_space>blocks<seq2seq4repair_space>that<seq2seq4repair_space>high<seq2seq4repair_space>around<seq2seq4repair_space>the<seq2seq4repair_space>beacon!" ) ) ; event . setCancelled ( true ) ; return ; } } catch ( Exception e ) { getLogger ( ) . severe ( ( ( "Defense<seq2seq4repair_space>level<seq2seq4repair_space>for<seq2seq4repair_space>height<seq2seq4repair_space>" + level ) + "<seq2seq4repair_space>does<seq2seq4repair_space>not<seq2seq4repair_space>exist!" ) ) ; } String levelPlaced = "" ; if ( levelRequired > 0 ) { levelPlaced = ( "<seq2seq4repair_space>[Level<seq2seq4repair_space>" + levelRequired ) + "]" ; } switch ( event . getBlock ( ) . getType ( ) ) { case ACACIA_FENCE : case BIRCH_FENCE : case DARK_OAK_FENCE : case JUNGLE_FENCE : case SPRUCE_FENCE : case FENCE : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Fence<seq2seq4repair_space>protection!" ) + levelPlaced ) ) ; break ; case ACACIA_FENCE_GATE : case BIRCH_FENCE_GATE : case DARK_OAK_FENCE_GATE : case JUNGLE_FENCE_GATE : case SPRUCE_FENCE_GATE : case FENCE_GATE : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Gate<seq2seq4repair_space>protection!" ) + levelPlaced ) ) ; break ; case BEACON : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Dummy?" ) + levelPlaced ) ) ; break ; case BEDROCK : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Ultimate<seq2seq4repair_space>defense!<seq2seq4repair_space>Hope<seq2seq4repair_space>you<seq2seq4repair_space>didn't<seq2seq4repair_space>make<seq2seq4repair_space>a<seq2seq4repair_space>mistake!" ) + levelPlaced ) ) ; break ; case BED_BLOCK : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Sleep,<seq2seq4repair_space>sleep,<seq2seq4repair_space>sleep" ) + levelPlaced ) ) ; break ; case BOOKSHELF : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Knowledge<seq2seq4repair_space>is<seq2seq4repair_space>power!" ) + levelPlaced ) ) ; break ; case BREWING_STAND : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Potion<seq2seq4repair_space>attack!" ) + levelPlaced ) ) ; break ; case CAKE_BLOCK : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Hunger<seq2seq4repair_space>benefits" ) + levelPlaced ) ) ; break ; case CARPET : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Hmm,<seq2seq4repair_space>pretty!" ) + levelPlaced ) ) ; break ; case CAULDRON : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Witch's<seq2seq4repair_space>brew!" ) + levelPlaced ) ) ; break ; case CHEST : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "I<seq2seq4repair_space>wonder<seq2seq4repair_space>what<seq2seq4repair_space>you<seq2seq4repair_space>will<seq2seq4repair_space>put<seq2seq4repair_space>in<seq2seq4repair_space>it" ) + levelPlaced ) ) ; break ; case COAL_BLOCK : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Energy<seq2seq4repair_space>up!" ) + levelPlaced ) ) ; break ; case DAYLIGHT_DETECTOR : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Let<seq2seq4repair_space>night<seq2seq4repair_space>be<seq2seq4repair_space>day!" ) + levelPlaced ) ) ; break ; case DETECTOR_RAIL : break ; case DIAMOND_BLOCK : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Fortune<seq2seq4repair_space>will<seq2seq4repair_space>smile<seq2seq4repair_space>upon<seq2seq4repair_space>you!" ) + levelPlaced ) ) ; break ; case DISPENSER : <START_BUG> player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Load<seq2seq4repair_space>it<seq2seq4repair_space>up<seq2seq4repair_space>with<seq2seq4repair_space>arrows<seq2seq4repair_space>to<seq2seq4repair_space>make<seq2seq4repair_space>an<seq2seq4repair_space>auto<seq2seq4repair_space>turret!" ) + levelPlaced ) ) ; <END_BUG> beacon . addDefenseBlock ( event . getBlock ( ) , levelRequired ) ; break ; case DRAGON_EGG : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "The<seq2seq4repair_space>end<seq2seq4repair_space>is<seq2seq4repair_space>nigh!" ) + levelPlaced ) ) ; break ; case DROPPER : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Drip,<seq2seq4repair_space>drop,<seq2seq4repair_space>drip" ) + levelPlaced ) ) ; break ; case EMERALD_BLOCK : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Place<seq2seq4repair_space>adjacent<seq2seq4repair_space>to<seq2seq4repair_space>the<seq2seq4repair_space>beacon<seq2seq4repair_space>base<seq2seq4repair_space>to<seq2seq4repair_space>extend<seq2seq4repair_space>the<seq2seq4repair_space>beacon!" ) + levelPlaced ) ) ; break ; case EMERALD_ORE : break ; case ENCHANTMENT_TABLE : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Magic<seq2seq4repair_space>will<seq2seq4repair_space>occur" ) + levelPlaced ) ) ; break ; case ENDER_CHEST : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "I<seq2seq4repair_space>wonder<seq2seq4repair_space>what<seq2seq4repair_space>is<seq2seq4repair_space>inside?" ) + levelPlaced ) ) ; break ; case ENDER_STONE : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "End<seq2seq4repair_space>attack!" ) + levelPlaced ) ) ; break ; case FLOWER_POT : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "I<seq2seq4repair_space>wonder<seq2seq4repair_space>what<seq2seq4repair_space>this<seq2seq4repair_space>will<seq2seq4repair_space>do..." ) + levelPlaced ) ) ; break ; case FURNACE : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Fire<seq2seq4repair_space>attack!<seq2seq4repair_space>If<seq2seq4repair_space>it's<seq2seq4repair_space>hot." ) + levelPlaced ) ) ; break ; case GLASS : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "I<seq2seq4repair_space>can<seq2seq4repair_space>see<seq2seq4repair_space>clearly<seq2seq4repair_space>now" ) + levelPlaced ) ) ; break ; case GLOWSTONE : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Glow,<seq2seq4repair_space>glow" ) + levelPlaced ) ) ; break ; case GOLD_BLOCK : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Money,<seq2seq4repair_space>money,<seq2seq4repair_space>money" ) + levelPlaced ) ) ; break ; case ICE : player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Brrr,<seq2seq4repair_space>it's<seq2seq4repair_space>cold" ) + levelPlaced ) ) ; break ;

Fix:
player . sendMessage ( ( ( ( ChatColor . GREEN ) + "Load<seq2seq4repair_space>it<seq2seq4repair_space>up<seq2seq4repair_space>with<seq2seq4repair_space>ammo<seq2seq4repair_space>to<seq2seq4repair_space>make<seq2seq4repair_space>an<seq2seq4repair_space>auto<seq2seq4repair_space>turret!" ) + levelPlaced ) ) ;